Items Vault 1.6.0

Killed by Shasshhiy'Kaish at level 17 on the 54th Haze 122nd year of Ascendancy at 02:32

6 / 1

Primary Stats

Strength

16 (base 13)

Dexterity

24 (base 14)

Constitution

19 (base 19)

Magic

115 (base 60)

Willpower

21 (base 11)

Cunning

87 (base 60)

Resources

Life

875/875

Positive

117/117

Negative

112/112

Healing Factor

1.1714285714285

Regeneration

0.29285714285713

Speed

Mental

0%

Attack

0%

Movement

+43.643580121471%

Spell

+16.089133529993%

Global

+100%

Vision

Sight

12

Lite

13

Infravision

9

See Invisible

11

Offense: Mainhand

Damage

45

Accuracy

30

Crit Chance

42%

APR

10

Speed

1.00

Offense: Spell

Spellpower

69

Crit Chance

87%

Speed

0.86140706678773

Offense: Mind

Mindpower

34

Crit Chance

39%

Speed

1

Offense: Damage Bonus

Darkness

+72%

Light

+50%

Temporal

+25%

Physical

+22%

Fire

+20%

All

+2%

Offense: Damage Penetration

Physical

+20%

All

0%

Temporal

+20%

Defense: Base

Armour (hardiness)

39 (45%)

Defense

37

Ranged Defense

37

Fatigue

4

Physical Save

38

Spell Save

42

Mental Save

42

Defense: Resistances

Acid

+ 13%( 70%)

Light

+ 39%( 70%)

Temporal

+ 26%( 70%)

Darkness

+ 42%( 70%)

Physical

+ 30%( 70%)

Mind

+ 18%( 70%)

All

+ 13%( 70%)

Defense: Immunities

Instadeath Resistance

100%

Blind Resistance

47%

Bleed Resistance

20%

Confusion Resistance

50%

Inscriptions (3/3)

Infusions

Effective talent level: 1.0Use mode: ActivatedRange: melee/personalCooldown: 15Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Is: a nature giftDescription: Causes thick vines to spring from the ground and entangle all targets within 5 squares for 10 turns, pinning them in place for 5 turns and dealing 53.84 physical damage and 90.03 nature damage.
The vines also grow all around you, increasing your armour by 50 and armour hardiness by 30.

Infusion: Wild Growth

Runes

Effective talent level: 1.0Use mode: ActivatedRange: 8Cooldown: 18Travel Speed: instantaneousUsage Speed: Spell (86% of a turn)Is: a spellDescription: Activate the rune to teleport up to 8 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 23%, your defense is increased by 23 and all your resistances by 23%.
Its effects scale with your Cunning stat.

Effective talent level: 6.5Use mode: SustainedSustain positive energy cost: 10Sustain negative energy cost: 10Range: 6Cooldown: 10Travel Speed: 400% of baseUsage Speed: Spell (86% of a turn)Is: a spellDescription: Each time one of your spells criticals, you project a bolt of light or shadow at up to 6 targets within radius 6, doing 101.59 light damage or 116.67 darkness damage per bolt.
This effect costs 2 positive or 2 negative energy each time it's triggered, and will not activate if either your positive or negative energy is below 2.
The damage scales with your Spellpower.
This spell cannot crit.

Effective talent level: 1.3Use mode: SustainedSustain positive energy cost: 5Sustain negative energy cost: 5Range: 10Cooldown: 5Travel Speed: instantaneousUsage Speed: Spell (86% of a turn)Is: a spellDescription: When one of your spells goes critical, you bind glyphs in radius 1 centered on a random target in range 10 at the cost of 5 positive and 5 negative energy.
Glyphs last for 5 turns and cause various effects when an enemy enters their grid.
Glyphs will only spawn on enemies that aren't adjacent to an existing glyph and will prioritize your own position if it is valid.
This can only happen every 4 game turns.
Glyph effects will scale with your Spellpower.

Avalable glyphs are:Glyph of Sunlight: Bind sunlight into a glyph. When triggered it will release a brilliant light, dealing 67.31 light damage and healing you for 44.Glyph of Moonlight: Bind moonlight into a glyph. When triggered it will release a fatiguing darkness, dealing 77.30 darkness damage and reducing the foes damage dealt by 40% for 2 turns.Glyph of Twilight: Bind twilight into a glyph. When triggered it will release a burst of twilight, dealing 33.65 light and 38.65 darkness damage and knocking the foe back 1 tiles.

Effective talent level: 0.0Use mode: PassiveIs: a spellDescription: Up to 3 times per turn when one of your glyphs triggers you feel a surge of celestial power, increasing your darkness and light resistance and affinity by 5% for -6 turns, stacking up to -6 times.

Effective talent level: 1.3Use mode: SustainedSustain negative energy cost: 20Range: melee/personalCooldown: 20Travel Speed: instantaneousUsage Speed: Spell (86% of a turn)Is: a spellDescription: Create a shadow jumpgate at your current location. As long as you sustain this spell, you can use 'Jumpgate: Teleport' to instantly travel to the jumpgate, as long as you are within 13 tiles of it.
Note that any stairs underneath the jumpgate will be unusable while the spell is sustained, and you may need to cancel this sustain in order to leave certain locations.
At talent level 4, you learn to create and sustain a second jumpgate.

Jumpgate

1/5

Effective talent level: 5.2Use mode: ActivatedNegative energy cost: 20.8Range: melee/personalCooldown: 15Travel Speed: instantaneousUsage Speed: Spell (86% of a turn)Is: a spellDescription: Let out a mental cry that shatters the will of your targets within radius 10, dealing 144.11 darkness damage and confusing (45% to act randomly) them for 10 turns.
The damage will improve with your spellpower and the duration will improve with your Cunning.

Mind Blast

4/5

Effective talent level: 1.3Use mode: ActivatedNegative energy cost: 31.2Range: 5Cooldown: 50Travel Speed: instantaneousUsage Speed: Spell (86% of a turn)Is: a spellDescription: Creates a shadowy copy of a hostile target. The copy will attack its progenitor immediately and lasts for 5 turns.
The duplicate has 19% of the target's life, +50% darkness resistance, -50% light resistance, and deals 50% less damage.
The duration and life scale with your Cunning.

Shadow Simulacrum

1/5

Celestial / Sunlight

1.30

Effective talent level: 2.6Use mode: ActivatedPositive energy gain: 15Range: 7Cooldown: 5Travel Speed: instantaneousUsage Speed: Spell (86% of a turn)Is: a spellDescription: Calls the power of the Sun into a searing lance, doing 167 damage to the target and leaving a radius 1 area of searing light on the ground for 4 turns that does 83 light damage to all foes within it.
The damage dealt will increase with your Spellpower.

Effective talent level: 1.3Use mode: ActivatedPositive energy cost: 31.2Range: 10Cooldown: 12Travel Speed: instantaneousUsage Speed: Spell (86% of a turn)Is: a spellDescription: Call forth the Sun to summon a fiery beam that pierces to the farthest enemy dealing 38 fire damage to all enemies hit.
This spell will automatically cast again at the start of your next two turns.
You will gain 3.00 positive energy each time firebeam or an instant damage proc caused by firebeam deals damage.
The damage done will increase with your Spellpower.

Generic Talents

Effective talent level: 1.0Use mode: PassiveDescription: You become better at using your armour to deflect blows and protect your vital areas. Increases Armour value by 0, Armour hardiness by 0%, and reduces the chance melee or ranged attacks critically hit you by 0% with your current body armour.
(This talent only provides bonuses for heavy mail or massive plate armour.)
At level 1, it allows you to wear heavy mail armour, gauntlets, helms, and heavy boots.
At level 2, it allows you to wear shields.
At level 3, it allows you to wear massive plate armour.

Heavy Armour Training

1/5

Effective talent level: 0.0Use mode: PassiveDescription: You learn to maintain your agility and manage your combat posture while wearing light armour. When wearing armour no heavier than leather in your main body slot, you gain 4 Defense, 0% Armour hardiness, and 0% reduced Fatigue.
In addition, when you step adjacent to a (visible) enemy, you use the juxtaposition to increase your total Defense by 2 for 2 turns.
The Defense bonus scales with your Dexterity.

Effective talent level: 1.0Use mode: ActivatedRange: 4Cooldown: 48Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Is: a spellDescription: You enter an ogric wrath for 5 turns, increasing your stun and pinning resistances by 20% and all damage done by 10%.
In addition, whenever you use an infusion or rune, miss a melee attack, or any damage you deal is reduced by a damage shield (or similar effect) you gain a charge of Ogre Fury (up to 5 charges total, each lasting 7 turns).
Each charge grants 20% critical damage power and 5% critical strike chance.
You lose a charge each time you deal a critical strike.
The duration will increase with your Strength.

Ogric Wrath

1/5

Effective talent level: 1.0Use mode: PassiveIs: a spellDescription: An ogre's body is acclimated to spells and inscriptions.
Increases spell save by 5 and improves the contribution of primary stats on infusions and runes by 15%.
At level 5 your body is so strong you can use a two handed weapon in your main hand while still using an offhand item.
When using a two handed weapon this way you suffer a 20% accuracy, physical power, spellpower and mindpower penalty, decreasing by 5% per size category above big; further, all damage procs from your weapons are reduced by 50%.

Grisly Constitution

1/5

Effective talent level: 3.0Use mode: PassiveIs: a spellDescription: When you crit you have a 34% chance to reduce by 1 the remaining cooldown of one of your inscriptions and of any saturations effects.
This effect can only happen once per turn.

Scar-Scripted Flesh

3/5

Effective talent level: 1.0Use mode: ActivatedRange: melee/personalCooldown: 47Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Is: a spellDescription: Instantly removes runic and infusion saturations.
For 5 turns your inscriptions cool down twice as fast.
At level 5 your command over inscriptions is so good that you can use one more (you still need a category point to unlock it; you need to exit the levelup screen to validate it).

Writ Large

1/5

Celestial / Chants

1.30

Effective talent level: 1.3Use mode: PassiveIs: a spellDescription: You have learned to sing the praises of the Sun, in the form of three defensive Chants.
Chant of Fortitude: Increases your mental save by 26 and maximum life by 10%.
Chant of Fortress: Increases your physical save by 26, your physical resistance by 10%, your armour by 10 and your armour hardiness by 15%.
Chant of Resistance: Increases you spell save by 26, your fire/cold/lightning/acid resistances by 13% and reduces all damage that comes from distant enemies (3 spaces or more) by -16%.
You may only have one Chant active at a time.

Chant Acolyte

1/5

Effective talent level: 1.3Use mode: PassiveIs: a spellDescription: Your Chants now bathe you in a cloak of light, which increases your stamina and mana regenerations by 0.87 per turn and does 33.31 light damage to anyone who hits you in melee.
These values scale with your Spellpower.

Chant Illuminate

1/5

Effective talent level: 1.3Use mode: PassiveIs: a spellDescription: Your skill at Chanting now extends the cloak of light, increasing your light radius by 1.
Also, when you start a new Chant, you will be cured of all cross-tier effects and cured of up to 0 debuffs.
Chant of Fortitude cures mental effects.
Chant of Fortress cures physical effects.
Chant of Resistance cures magical effects.

Chant Adept

1/5

Effective talent level: 2.6Use mode: PassiveIs: a spellDescription: Your passion for singing the praises of the Sun reaches its zenith.
Your Chanting now increases your light and fire damage by 18% and up to 1 times per turn, when you are hit by a weapon attack, you will gain 3.5 Positive.
These values scale with your Spellpower.

Chant Radiant

2/5

Celestial / Hymns

1.30

Effective talent level: 5.2Use mode: PassiveIs: a spellDescription: You have learned to sing the praises of the Moons, in the form of three defensive Hymns:

Hymn of Detection: Increases your ability to see stealthy creatures by 19 and invisible creatures by 19, and increases your critical power by 42%.

Hymn of Perseverance: Increases your resistance to stun, confusion and blinding by 40%.

You may only have one Hymn active at a time.

Hymn Acolyte

4/5

Effective talent level: 1.3Use mode: PassiveIs: a spellDescription: Your Hymns now focus darkness near you, which increases your darkness damage by 13% and does 22.93 darkness damage to anyone who hits you in melee.
These values scale with your Spellpower.

Hymn Incantor

1/5

Effective talent level: 1.3Use mode: PassiveIs: a spellDescription: Your skill in Hymns now improves your sight in darkness, increasing your infravision radius by 1.
Also, when you end a Hymn, you will gain a buff of a type based on which Hymn you ended.
Hymn of Shadows increases your movement speed by 389% for one turn.
Hymn of Detection makes you invisible (power 13) for 4 turns.
Hymn of Perseverance grants a damage shield (power 275) for 4 turns.

Hymn Adept

1/5

Effective talent level: 3.9Use mode: SustainedSustain negative energy cost: 5Range: 5Cooldown: 10Travel Speed: instantaneousUsage Speed: Spell (86% of a turn)Is: a spellDescription: Your passion for singing the praises of the Moons reaches its zenith.
Your Hymns now fire shadowy beams that will hit up to 4 of your foes within radius 5 for 1 to 61.31 damage, with a 20% chance of blinding.
This powerful effect will drain 5.0 negative energy each time it fires at at least 1 target; no beam will fire if your negative energy is too low.
These values scale with your Spellpower.

Effective talent level: 5.2Use mode: ActivatedPositive energy gain: 20Range: melee/personalCooldown: 20Travel Speed: instantaneousUsage Speed: Spell (86% of a turn)Is: a spellDescription: A magical zone of Sunlight appears around you, healing and shielding all within a radius of 2 for 50.40 per turn and increasing healing effects on everyone within by 50%. The effect lasts for 7 turns.
Existing damage shields will be added to instead of overwritten and have their duration set to 2 if it isn't higher.
If the same shield is refreshed 20 times it will become unstable and explode, removing it.
It also lights up the affected area.
The amount healed will increase with the Magic stat

Bathe in Light

4/5

Effective talent level: 1.3Use mode: ActivatedPositive energy gain: 20Range: melee/personalCooldown: 15Travel Speed: instantaneousUsage Speed: Spell (86% of a turn)Is: a spellDescription: A protective shield forms around you that lasts for up to 10 turns and negates 192 damage.
The total damage the barrier can absorb will increase with your Spellpower and can crit.

Barrier

1/5

Effective talent level: 3.9Use mode: ActivatedPositive energy gain: 20Range: melee/personalCooldown: 30Travel Speed: instantaneousUsage Speed: Spell (86% of a turn)Is: a spellDescription: Places you under the protection of a ray of sunlight. For 6 turns, the light removes a single negative effect from you every turn.

Providence

3/5

Prodigies

Effective talent level: 1.0Use mode: PassiveDescription: All spell criticals reduce the remaining cooldown of a random spell/corruption/celestial/chronomancy talent by 2.
All mind criticals reduce the remaining cooldown of a random wild gift/psionic/afflicted talent by 2.
All physical criticals reduce the remaining cooldown of a random technique or cunning talent by 2.
This can only happen once per turn per type, and cannot affect the talent that triggers it.

Eye of the Tiger

1/1

Effects

talent

Corona

talent

Hymn Nocturnalist

talent

Chant of Fortress

talent

Glyphs

talent

Hymn of Shadows

Quests

Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire.
On your way out of the Dreadfell you were ambushed by a band of orcs.
They asked about the staff.

A mysterious staff

done

You met a novice mage who was tasked to collect an arcane powered artifact.
He asked for your help, should you collect some that you do not need.* Collect an artifact arcane powered item.

An apprentice task

done

Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope.
You searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant.
You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there.
You have laid Celia to rest, putting an end to her gruesome experiments.

And now for a grave

done

After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline.

Back and Back and Back to the Future

done

You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies.

There are also rumours of a renegade Shaloren camp to the west.

* You have explored the scintillating caves and destroyed the Spellblaze Crystal.* You have explored the Rhaloren camp and killed the Inquisitor.

Echoes of the Spellblaze

done

You successfully escorted the injured seer to the recall portal on level 1 of Dreadfell.
As a reward you improved Magic by +5.

Escort: injured seer (level 1 of Dreadfell)

done

You successfully escorted the injured seer to the recall portal on level 2 of Trollmire.
As a reward you improved Magic by +5.

Escort: injured seer (level 2 of Trollmire)

done

You successfully escorted the lone alchemist to the recall portal on level 2 of Dreadfell.
As a reward you improved Magic by +5.

Escort: lone alchemist (level 2 of Dreadfell)

done

You successfully escorted the lost defiler to the recall portal on level 2 of Old Forest.
As a reward you improved Magic by +5.

Escort: lost defiler (level 2 of Old Forest)

done

You successfully escorted the lost sun paladin to the recall portal on level 2 of Scintillating Caves.
As a reward you improved Magic by +5.

Escort: lost sun paladin (level 2 of Scintillating Caves)

done

You successfully escorted the repented thief to the recall portal on level 4 of Dreadfell.
As a reward you improved Cunning by +5.

Escort: repented thief (level 4 of Dreadfell)

done

You successfully escorted the repented thief to the recall portal on level 6 of Dreadfell.
As a reward you improved Cunning by +5.

Escort: repented thief (level 6 of Dreadfell)

done

You successfully escorted the temporal explorer to the recall portal on level 1 of Daikara.
As a reward you improved Magic by +5.

Escort: temporal explorer (level 1 of Daikara)

done

You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire.
It looks extremely dangerous, however - beware.
You have slain Bill. His treasure is yours for the taking.

Hidden treasure

done

It is time to explore some new places -- dark, forgotten and dangerous ones.
The Old Forest is just south-east of the town of Derth.
The Maze is west of Derth.
The Sandworm Lair is to the far west of Derth, near the sea.
The Daikara is on the eastern borders of the Thaloren forest.* You have explored the Old Forest and vanquished Wrathroot.* You have explored the Maze and vanquished the Minotaur.* You have explored the Sandworm Lair and vanquished their Queen.* You have explored the Daikara and vanquished the huge ice dragon that dwelled there.

Into the darkness

done

The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence.
Find out if they are in any way linked to the lost staff.
But be careful -- even the Dwarves have not ventured in these old halls for many years.

Let's hunt some Orc

active

You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center.
With one of the notes there was a small gem that looks like a key.* You used the key inside the ruins of Nur and found a way into the fortress of old.* The Weirdling Beast is dead, freeing the way into the fortress itself.* You have activated what seems to be a ... butler? with your rod of recall.* You have bound the transmogrification chest to the Fortress power system.* You have unlocked the training room.* You have unlocked the hall of reflections.* You have upgraded your rod of recall to transport you to the fortress.* You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal.

The fortress's current energy level is: 395.

Sher'Tul Fortress

active

As you approached Derth you saw a huge dark cloud over the small town.
When you entered you were greeted by an army of air elementals slaughtering the population.
* You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic.
* You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there.
* You have slain Urkis. Return to Angolwen or Zigur for a reward.

Storming the city

done

Thanks to your timely aid, Agrimley the hermit is the newest member of the Brotherhood of Alchemists.You have aided Stire of Derth in creating an elixir of the fox.Stire of Derth has completed an elixir of avoidance without your aid.You have aided Marus of Elvala in creating an elixir of mysticism.Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of the savior.Marus of Elvala has completed an elixir of mastery without your aid.You have aided Agrimley the hermit in creating an elixir of explosive force.You have aided Agrimley the hermit in creating an elixir of serendipity.You have aided Agrimley the hermit in creating an elixir of focus.Ungrol of Last Hope has completed an elixir of brawn without your aid.Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of stoneskin.Ungrol of Last Hope has completed an elixir of foundations without your aid.

The Brotherhood of Alchemists

done

You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell.
There are disturbing rumors of greater undead, and nobody who reached it ever returned.
Perhaps you should explore it and find the truth, and the treasures, for yourself!

The Island of Dread

done

You discovered a sect worshipping a demon named Kryl-Feijan in a crypt.
They were trying to bring it back into the world using a human sacrifice.
You failed to protect her when escorting her out of the crypt.

The Sect of Kryl-Feijan

failed

You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena

The agent of the arena

done

You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people.
3 lumberjacks have died.

The beast within

done

You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power.
The defenders of Zigur were crushed, the Ziguranth scattered and weakened.
In the aftermath you turned against the Grand Corruptor and dispatched him.

The fall of Zigur

done

You have found a slavers' compound and entered it.

You decided to join the slavers and take part in their game. You won the ring of blood!

You decided you cannot let slavers continue their dirty work and destroyed them!

Till the Blood Runs Clear

done

You heard a plea for help and decided to investigate...
Only to find yourself trapped inside an unknown tunnel complex.

Trapped!

done

Equipment

On feet

Dourstrider (0 def, 5 armour)
Crafted by a master2.00 Encumbrance.

Type: armor / feet ; tier 5

When wielded/worn:
Armour: +5
Changes stats: +2 Cun / +3 Dex
Changes resistances: +6% mind
Changes damage: +15% darkness
Reduces incoming crit damage: 15.00%
Spell save: +6 (+2 eff.)
Cut immunity: +20%
Confusion immunity: +10%It can be used to activate talent Disengage, placing all other charms into a 15 cooldown :Effective talent level: 2.0Power cost: 15 out of 15/15.Range: 7Travel Speed: instantaneousDescription: Jump back up to 4 grids from your target, springing over any creatures in your way.
You must disengage in a nearly straight line directly away from your target (which you must be able to see).
After moving, you gain 132% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any).
The extra speed and maximum distance you can move are reduced by your Fatigue level.

When wielded/worn:
Damage when hit (Melee): 4 temporal
Changes resistances: +6% temporal
Changes damage: +3% temporalIt can be used to heal yourself and all friendly characters within 10 spaces for 260

Activation puts all charms on cooldown for 15 turns.
When used:* Gain a 14% chance to evade weapon attacks for 2 turns.* Heal for 53.* Increase all damage penetration by 13% for 2 turns.

Designed by a slightly quirky Paradox Mage, this robe always appears to be stylish in any time the user finds him, her, or itself in. Crafted to aid Paradox Mages through their adventures, this robe is of great help to those that understand what a wibbly-wobbly, timey-wimey mess time actually is. Curiously, as a result of a particularly prolonged battle involving its fourth wearer, the robe appends a very long, multi-coloured scarf to its present wearers.

Inventory

Rune of Dissipation ( )
Powered by arcane forces0.10 Encumbrance.

[Unique]
Type: scroll / rune

When inscribed on your body:Effective talent level: 0.0Use mode: ActivatedRange: 10Cooldown: 20Travel Speed: instantaneousUsage Speed: Spell (86% of a turn)Is: a spellDescription: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you.It can be used to inscribe your skin with the rune.

When inscribed on your body:Effective talent level: 0.0Use mode: ActivatedRange: 6Cooldown: 14Travel Speed: instantaneousUsage Speed: Spell (86% of a turn)Is: a spellDescription: Inflicts 292.50 temporal damage. If your target survives, it will be sent 4 turns into the future.
It will also lower your paradox by 25 (if you have any).
Note that messing with the spacetime continuum may have unforeseen consequences.It can be used to inscribe your skin with the rune.

When inscribed on your body:Effective talent level: 0.0Use mode: ActivatedRange: 4Cooldown: 15Travel Speed: instantaneousUsage Speed: Spell (86% of a turn)Is: a spellDescription: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 13%, your defense is increased by 13 and all your resistances by 13%.
Its effects scale with your Constitution stat.It can be used to inscribe your skin with the rune.

When inscribed on your body:Effective talent level: 0.0Use mode: ActivatedRange: melee/personalCooldown: 18Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Is: a spellDescription: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect.
You use the dissipated energy to create a shield lasting 3 turns and blocking 120 damage per debuff cleansed (not counting cross-tier ones).
If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown.
Its effects scale with your Cunning stat.It can be used to inscribe your skin with the rune.

When inscribed on your body:Effective talent level: 0.0Use mode: ActivatedRange: melee/personalCooldown: 16Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Is: a spellDescription: Activate the rune to create a protective shield absorbing at most 482 damage for 3 turns.
Its effects scale with your Cunning stat.It can be used to inscribe your skin with the rune.

When inscribed on your body:Effective talent level: 0.0Use mode: ActivatedRange: melee/personalCooldown: 14Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Is: a spellDescription: Activate the rune to create a protective shield absorbing at most 762 damage for 4 turns.
Its effects scale with your Cunning stat.It can be used to inscribe your skin with the rune.

Hundreds of humanoid teeth have been strung together on multiple strands of thin leather, creating this tribal necklace. One would have to assume that these are not the teeth of Garkul the Devourer but rather the teeth of Garkul's many meals.

These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows.
If you close your eyes a moment, you can almost imagine what dread sights they see...

This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic.

It is part of a set of items.Only supremacy of the arcane can release its full power.When wielded/worn:
Defense: +2 (+1 eff.)
Changes resistances: +20% arcane
Talent mastery: +0.20 Spell / Meta
Talent cooldown: Disruption Shield (-10 turns)
Mana each turn: +2.00

A traditional pointed wizard's hat, made of fine purple elven-silk and decorated with bright silver runes. You sense it has been passed from ancient times, and has been born on the heads of great mages.
Touching the cloth you feel a sense of knowledge and power from bygone ages, yet it is partly sealed away, waiting for a trigger to release it.

Woven through with fell magics of undeath, these bindings suck the light and life out of everything they touch. Any who don them will find themselves suspended in a nightmarish limbo between life and death.

It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5)

Activation costs 30 power out of 30/30.

You can feel magic draining out around this rod. Even nature itself seems affected.

Rod of Annulment (1/1)

Rod of Recall (1/1)
Powered by unknown forces2.00 Encumbrance.

[Plot Item]
Type: charm / rod

It can be used to recall the user to the worldmap after 40 turns

Activation costs 202 power out of 400/400.

This rod is made entirely of voratun, infused with raw magical energies that can bend space itself.
You have heard of such items before. They are very useful to adventurers, allowing faster travel.

Rod of Recall (1/1)

Transmogrification Chest
Powered by unknown forces2.00 Encumbrance.

[Plot Item]
Type: chest / sher'tul

When carried:It can be used to transmogrify all the items in your chest at once (also done automatically when you change level)

Activation costs 0 power out of 1000/1000.

This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy.
The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you.

When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level.
Simply go to your inventory to move them out of the chest if you wish to keep them.
Items in the chest will not encumber you.

Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn)
When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you.

Eye of the stormFreed Derth from the onslaught of the mad Tempest, Urkis.
By Ogre Anorithil the Ogre Anorithil level 2173rd Haze 122nd year of Ascendancy at 22:04see stats

Home sweet homeDispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.
By Ogre Anorithil the Ogre Anorithil level 1737th Haze 122nd year of Ascendancy at 03:15see stats

Level 10Got a character to level 10.
By Ogre Anorithil the Ogre Anorithil level 104th Flare 122nd year of Ascendancy at 21:48see stats

Level 20Got a character to level 20.
By Ogre Anorithil the Ogre Anorithil level 2071st Haze 122nd year of Ascendancy at 05:03see stats

Level 30Got a character to level 30.
By Ogre Anorithil the Ogre Anorithil level 3036th Pyre 123rd year of Ascendancy at 18:21see stats

Rescuer of the lostRescued the merchant from the assassin lord.
By Ogre Anorithil the Ogre Anorithil level 111st Dusk 122nd year of Ascendancy at 06:47see stats

Size mattersDid over 600 damage in one attack.
By Ogre Anorithil the Ogre Anorithil level 1854th Haze 122nd year of Ascendancy at 11:50see stats

Tales of the SpellblazeLearned the eight chapters of the Spellblaze Chronicles.
By Ogre Anorithil the Ogre Anorithil level 1737th Haze 122nd year of Ascendancy at 02:38see stats

The ArenaUnlocked Arena mode.
By Ogre Anorithil the Ogre Anorithil level 99th Mirth 122nd year of Ascendancy at 03:31see stats

The Legend of GarkulLearned the five chapters of the Legend of Garkul.
By Ogre Anorithil the Ogre Anorithil level 1737th Haze 122nd year of Ascendancy at 02:38see stats

The secret cityDiscovered the truth about mages.
By Ogre Anorithil the Ogre Anorithil level 910th Mirth 122nd year of Ascendancy at 23:11see stats

The sky is falling!Saw a huge meteor falling from the sky.
By Ogre Anorithil the Ogre Anorithil level 1272nd Dusk 122nd year of Ascendancy at 02:37see stats

Vampire crusherDestroyed the Master in its lair of the Dreadfell.
By Ogre Anorithil the Ogre Anorithil level 341st Flare 123rd year of Ascendancy at 07:07see stats

Log

There is a Last Hope (Town) here (press '' or right click to use).There is an exit to the worldmap here (press '' or right click to use).
Saving game...
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is nowhere left to explore.
Saving done.Quest 'A mysterious staff' is done! (Press 'j' to see the quest log)New Achievement: A dangerous secret!
The elder points to Reknor on your map, to the north on the western side of the Iron Throne.Accepted quest 'Let's hunt some Orc'! (Press 'j' to see the quest log)
Sold: Crown of Burning Pain (6 def, 0 armour) for 15.00 gold.
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).There is an exit to the worldmap here (press '' or right click to use).
Ran for 15 turns (stop reason: at exit).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is nowhere left to explore.
Ogre Anorithil deactivates Hymn Nocturnalist.
Ogre Anorithil deactivates Hymn of Shadows.
Ogre Anorithil deactivates Glyphs.
Ogre Anorithil deactivates Corona.
Ogre Anorithil deactivates Chant of Fortress.